BarrageFest (prototype)
A worms-like game(but better xd) with physics and in realtime!
Themed around Hololive ID fan mascots, in prototype phase,
The average playthrough last ~5 minutes and the game is fully playable
There are 3 prototypes, you can play all of them or just one if you dont have time, and tell me which you prefer, if you are unsure which one you liked more, also tell me, it helps :)
though don't comment about the art/bugs, because that will change drastically...
the web version is prototype 1
prototype 1 and 2 have the same control scheme
Please do not distribute... for now
Updated | 9 hours ago |
Status | Prototype |
Platforms | HTML5, Windows, Linux |
Author | EGA-SUPREMO |
Genre | Action |
Made with | Godot |
Tags | 2D, artillery, Casual, Godot, Local multiplayer, Singleplayer, Turn-based |
Code license | GNU General Public License v3.0 (GPL) |
Asset license | Creative Commons Attribution v4.0 International |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard, Joystick |
Accessibility | Color-blind friendly, Configurable controls |
Multiplayer | Local multiplayer |
Player count | 1 - 12 |
Links | GitHub |
Comments
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Hey, I played your browser demo as promised. The main thing for me at the moment is that you sometimes can't move when you're in a crater or hole. Maybe add a jump move that also works via charging a button? (I understand that there's one shot that should solve that but it is limited ) The direction you shoot in could be more emphasized, maybe with a transparant arc that also changes and gives you more of an indication on where your shot is roughly going (experiment with the length to see what is the sweet spot). And I don't know if this is a bug or you want to have it in there but you can erase the terrain with your mouse and sometimes add terrain (which is fun, because of the physics). These would be my main points. Good luck with the next steps, I guess the hardest part is to make a good enemy AI that feels fair. :)
Hey, thanks for playing! I appreciate that
Noted, for now I would like to avoid that(I feel that there are too many buttons) but if more people say the same, it'll be changed
Good idea, I'll add that once I figure how shaders work in Godot
Oh, yes, I forgot about that, I use that as a debug tool, and to see how I can make an interesting terrain.
and lastly how did you feel changing the power level?